Oh don't worry about the lighting right now. I didnt enable HDR and I'm going to have the sun in a higher position. I know it does look dark currently. The CT's defending B will be slightly subject to change. That comes from playtesting. But you should note that maps like Dust, CT's start right next to the bombsite. I've allowed the route for T's to be faster for that bombsite, plus they can jump down the middle route to form an attack there. I'm going to be a bit busy this weekend, but I might playtest sunday. if not, all next week.

Hey Hollow I have a few questions if you wouldn't mind answering. I'm not sure how long you've been working on this map (its looking great already btw), but I've noticed you've already put a fair amount of detail in. Are you not concerned things might need to be drastically changed further down the road?

I'm also curious how you developed the layout, have you based it on reference material/ real life location or have you developed this layout and structure purely using your imagination?

Spike wrote:Remaking my ze_Mario64 after a HDD crash 1 year and a half ago:The spawn:

That's actually pretty badass, hopefully it'll fall into some good server rotation when it gets released. I like that you retextured the trees to match the setting - might I suggest recolouring the CTs/Ts as well? Would be somewhat amusing to see them wearing uniforms in the colour of Mario, Luigi etc

Will_B wrote:Hey Hollow I have a few questions if you wouldn't mind answering. I'm not sure how long you've been working on this map (its looking great already btw), but I've noticed you've already put a fair amount of detail in. Are you not concerned things might need to be drastically changed further down the road?

I'm also curious how you developed the layout, have you based it on reference material/ real life location or have you developed this layout and structure purely using your imagination?

This map has been a weird one. The original layout derived from a Field Zone SP map I was creating.I had to jump ship when I started working on Canvas. Major Banter has since continued the mod under a new title by himself (hopefully he can use some of that level in some way )

I then converted it into a css map sometime end of last year, it was good fun but, I wasn't interested in the environment anymore, and the map had too many long sight lines.

I went about creating a new layout very loosely based on that original map, but a completely new theme, much tighter spaces to navigate and more height variation. This always starts from paper - basic overview layouts and designs - Improving on everything that didnt work for the original css map.

This went through a few iterations, and I finished 2/3 of the layout about 2 weeks ago in hammer. It took me a week of working on it for about 4 hours a night. I then took a break as my girlfriend was moving out of her London flat and going home, plus it was crunch time at the studio. I came back to it last night, put on some music and finished the final 1/3. It's good to leave something for a couple of days and come back to it with fresh eyes. It helped me see exactly what I wanted to do.

I did an art test prior to finishing the layout this week (a few pages back) also to help visualise the environment.

I have a folder of about 120+ reference images (factories, warehouses, apartment blocks, alleys, powerplants shipping ports etc). I usually never base my maps off anything exact, but just take inspiration from the architecture of certain parts and craft it to fit the layout. I try and make the environment make sense as a functioning place. Do a bit of environmental storytelling. Ask your self questions about why that would be designed like that and if it makes sense within the bigger picture.

I have to say, since working at this studio for the last 5 months, it's sped up my work flow considerably. Multiplayer maps are difficult because it needs balance, so it's much harder to design for.

Make sure you have a very strong idea of what you want going into a level. I'm known for detailing environments very intricately and paying attention to lighting and architecture more than most would (I came from a traditional art background), and you HAVE to hold off that and nail the layout and gameplay flow first. Something I had to re-teach myself.

But, put on some good music, work for 3-4 hours every other night and it should go smoothly

Hollow wrote:I have a folder of about 120+ reference images (factories, warehouses, apartment blocks, alleys, powerplants shipping ports etc). I usually never base my maps off anything exact, but just take inspiration from the architecture of certain parts and craft it to fit the layout. I try and make the environment make sense as a functioning place. Do a bit of environmental storytelling. Ask your self questions about why that would be designed like that and if it makes sense within the bigger picture.

Top tip: I usually set up a slideshow of reference images on my second monitor whilst I'm mapping to keep the ideas coming!

Mappers Top Tip #548Lighting: The arrangement, hue and intensity of one or multiple light sources.Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.

Will_B wrote:Hey Hollow I have a few questions if you wouldn't mind answering. I'm not sure how long you've been working on this map (its looking great already btw), but I've noticed you've already put a fair amount of detail in. Are you not concerned things might need to be drastically changed further down the road?

I'm also curious how you developed the layout, have you based it on reference material/ real life location or have you developed this layout and structure purely using your imagination?

This map has been a weird one. The original layout derived from a Field Zone SP map I was creating.I had to jump ship when I started working on Canvas. Major Banter has since continued the mod under a new title by himself (hopefully he can use some of that level in some way )

I then converted it into a css map sometime end of last year, it was good fun but, I wasn't interested in the environment anymore, and the map had too many long sight lines.

I went about creating a new layout very loosely based on that original map, but a completely new theme, much tighter spaces to navigate and more height variation. This always starts from paper - basic overview layouts and designs - Improving on everything that didnt work for the original css map.

This went through a few iterations, and I finished 2/3 of the layout about 2 weeks ago in hammer. It took me a week of working on it for about 4 hours a night. I then took a break as my girlfriend was moving out of her London flat and going home, plus it was crunch time at the studio. I came back to it last night, put on some music and finished the final 1/3. It's good to leave something for a couple of days and come back to it with fresh eyes. It helped me see exactly what I wanted to do.

I did an art test prior to finishing the layout this week (a few pages back) also to help visualise the environment.

I have a folder of about 120+ reference images (factories, warehouses, apartment blocks, alleys, powerplants shipping ports etc). I usually never base my maps off anything exact, but just take inspiration from the architecture of certain parts and craft it to fit the layout. I try and make the environment make sense as a functioning place. Do a bit of environmental storytelling. Ask your self questions about why that would be designed like that and if it makes sense within the bigger picture.

I have to say, since working at this studio for the last 5 months, it's sped up my work flow considerably. Multiplayer maps are difficult because it needs balance, so it's much harder to design for.

Make sure you have a very strong idea of what you want going into a level. I'm known for detailing environments very intricately and paying attention to lighting and architecture more than most would (I came from a traditional art background), and you HAVE to hold off that and nail the layout and gameplay flow first. Something I had to re-teach myself.

But, put on some good music, work for 3-4 hours every other night and it should go smoothly

Thanks for the reply mate, most appreciated I need to work on being able to use reference more for inspiration rather than actually just copying it.

Spike wrote:Remaking my ze_Mario64 after a HDD crash 1 year and a half ago:

That's actually pretty badass, hopefully it'll fall into some good server rotation when it gets released. I like that you retextured the trees to match the setting - might I suggest recolouring the CTs/Ts as well? Would be somewhat amusing to see them wearing uniforms in the colour of Mario, Luigi etc

Actually, tree models are made by me too. I plan on packing some mario player models into the map, but don't know if they'll override the original ones

Spike wrote:Remaking my ze_Mario64 after a HDD crash 1 year and a half ago:

That's actually pretty badass, hopefully it'll fall into some good server rotation when it gets released. I like that you retextured the trees to match the setting - might I suggest recolouring the CTs/Ts as well? Would be somewhat amusing to see them wearing uniforms in the colour of Mario, Luigi etc

Actually, tree models are made by me too. I plan on packing some mario player models into the map, but don't know if they'll override the original ones

Ahh I see, great job on modelling the trees then! Tree modellers are pretty rare these days.

Beware of packing player models into your map, I did just that with one of my past maps and it greatly bloated the map size - to the extent that it turned people off downloading it :\ It became about 40mb (I have seen some ZM/ZE maps that are 150mb+) but most people want really small downloads still, which is why lilapanic remains the most played zombie map.

The reflection on the metal roof and pipe on the right seems wrong. Its reflecting alot of orange when the near area is grey or yellow. I gues you got a dev texture hidden behind the wall or a misplaced cubemap.